more error cleaning

This commit is contained in:
Thakia 2026-10-09 16:36:59 -03:00
parent d9c60a5b08
commit 707660e545
65 changed files with 24545 additions and 2406 deletions

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befriend_perk = {
lifestyle = diplomacy_lifestyle
tree = family
position = { 0 0 }
icon = node_diplomacy
auto_selection_weight = {
value = 11
if = {
limit = {
has_education_diplomacy_trigger = yes
}
add = 1989
}
if = {
limit = {
has_focus = diplomacy_family_focus
}
multiply = 5
}
if = {
limit = {
can_start_new_lifestyle_tree_trigger = no
NOT = { has_perk = familial_familiar_perk }
}
multiply = 0
}
}
culture_character_modifier = {
parameter = automatic_befriend_access
befriend_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
}
effect = {
# Cultures with Ritualised Friendship get a different effect, so we filter them out.
if = {
limit = {
NOR = {
culture ?= { has_cultural_parameter = automatic_befriend_access }
government_has_flag = government_is_nomadic
}
}
custom_description_no_bullet = {
text = befriend_perk_effect
}
}
#Removes prestige cost for nomads
else_if = {
limit = {
government_has_flag = government_is_nomadic
NOR = {
has_perk = befriend_perk
culture ?= { has_cultural_parameter = automatic_befriend_access }
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone
}
}
}
custom_description_no_bullet = {
text = befriend_perk_prestige_cost_effect
}
}
# Everyone gets board games!
custom_description_no_bullet = { text = unlocks_board_games_interaction_effect }
}
}
confidants_perk = {
lifestyle = diplomacy_lifestyle
tree = family
position = { 0 1.25 }
icon = node_diplomacy
parent = befriend_perk
effect = {
custom_description_no_bullet = {
text = confidants_perk_effect
}
hidden_effect = {
update_confidants_effect = yes
}
}
}
flatterer_perk = {
lifestyle = diplomacy_lifestyle
tree = family
position = { 0 2.5 }
icon = node_diplomacy
parent = confidants_perk
character_modifier = {
befriend_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
}
government_character_modifier = {
flag = government_is_landless_adventurer
befriend_scheme_phase_duration_add = monumental_scheme_phase_duration_bonus_value
}
}
friendly_counsel_perk = {
lifestyle = diplomacy_lifestyle
tree = family
position = { 0 3.75 }
icon = node_diplomacy
parent = flatterer_perk
effect = {
custom_description_no_bullet = {
text = friendly_counsel_perk_effect
}
hidden_effect = {
every_relation = {
type = friend
add_to_temporary_list = friendly_counsel_friends
}
every_relation = {
type = best_friend
limit = { NOT = { is_in_list = friendly_counsel_friends } }
add_to_temporary_list = friendly_counsel_friends
}
every_in_list = {
list = friendly_counsel_friends
root = {
friendly_counsel_skill_gain_effect = yes
}
}
}
if = {
limit = {
government_has_flag = government_is_landless_adventurer
}
custom_tooltip = {
text = adventurer_friendly_counsel_perk_effect
}
}
if = {
limit = {
government_has_mechanic = administrative
}
custom_description_no_bullet = {
text = admin_friendly_counsel_perk_effect
}
}
if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_description_no_bullet = {
text = friendly_counsel_perk_nomadic_effect
}
hidden_effect = {
every_relation = {
type = blood_brother
add_to_temporary_list = friendly_counsel_friends
}
every_relation = {
type = best_friend
limit = { NOT = { is_in_list = friendly_counsel_friends } }
add_to_temporary_list = friendly_counsel_friends
}
every_in_list = {
list = friendly_counsel_friends
root = {
friendly_counsel_skill_gain_effect = yes
}
}
}
}
}
}
familial_familiar_perk = {
lifestyle = diplomacy_lifestyle
tree = family
position = { 2 0 }
icon = node_diplomacy
character_modifier = {
close_relative_opinion = 15
}
effect = {
if = {
limit = {
has_ep3_dlc_trigger = yes
government_has_mechanic = administrative
}
custom_description_no_bullet = {
text = admin_familial_familiar_perk_effect
}
}
}
auto_selection_weight = {
value = 11
if = {
limit = {
has_education_diplomacy_trigger = yes
}
add = 1989
}
if = {
limit = {
has_focus = diplomacy_family_focus
}
multiply = 5
}
if = {
limit = {
can_start_new_lifestyle_tree_trigger = no
NOT = { has_perk = befriend_perk }
}
multiply = 0
}
}
}
groomed_to_rule_perk = {
lifestyle = diplomacy_lifestyle
tree = family
position = { 2 1.25 }
icon = node_diplomacy
parent = familial_familiar_perk
effect = {
custom_description_no_bullet = {
text = groomed_to_rule_perk_effect
}
# If a child has already gotten their childhood personality or education (and thus missed the skill gain), add it now.
hidden_effect = {
save_scope_as = parent
every_child = {
limit = {
OR = {
has_trait = curious
has_trait = rowdy
has_trait = charming
has_trait = pensive
has_trait = bossy
has_trait = education_martial
has_trait = education_intrigue
has_trait = education_stewardship
has_trait = education_learning
has_trait = education_diplomacy
}
}
groomed_to_rule_random_skills_effect = yes
}
}
if = {
limit = {
has_bp2_dlc_trigger = yes
}
custom_description_no_bullet = {
text = groomed_to_rule_perk_2_effect
}
}
}
}
thicker_than_water_perk = {
lifestyle = diplomacy_lifestyle
tree = family
position = { 2 2.5 }
icon = node_diplomacy
parent = groomed_to_rule_perk
effect = {
custom_description_no_bullet = {
text = thicker_than_water_perk_effect
}
}
government_character_modifier = {
flag = government_is_nomadic
blood_brother_prestige_mult = 0.05
}
}
sound_foundations_perk = {
lifestyle = diplomacy_lifestyle
tree = family
position = { 2 3.75 }
icon = node_diplomacy
parent = thicker_than_water_perk
effect = {
if = {
limit = {
government_has_flag = government_is_mandala
house ?= { has_house_aspiration_parameter = aspect_of_creation }
is_house_head = yes
}
custom_description_no_bullet = { text = mandala_sound_foundations_perk_effect }
}
else = {
custom_description_no_bullet = { text = sound_foundations_perk_effect }
}
hidden_effect = {
every_child = {
root = {
sound_foundations_skill_gain_effect = yes
}
}
}
}
}
family_man_perk = {
lifestyle = diplomacy_lifestyle
tree = family
position = { 1 5 }
icon = trait_family_first
name = {
first_valid = {
triggered_desc = {
trigger = { NOT = { exists = this } }
desc = family_man_perk_male_name
}
triggered_desc = {
trigger = { is_female = yes }
desc = family_man_perk_female_name
}
desc = family_man_perk_male_name
}
}
parent = sound_foundations_perk
parent = friendly_counsel_perk
trait = family_first
effect = {
add_trait_force_tooltip = family_first
}
}

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truth_is_relative_perk = {
lifestyle = intrigue_lifestyle
tree = skulduggery
position = { 2 0 }
icon = node_intrigue
auto_selection_weight = {
value = 11
if = {
limit = {
has_education_intrigue_trigger = yes
}
add = 1989
}
if = {
limit = {
has_focus = intrigue_skulduggery_focus
}
multiply = 5
}
if = {
limit = {
can_start_new_lifestyle_tree_trigger = no
}
multiply = 0
}
if = { # Conquerors go for the best stuff for war!
limit = {
has_variable = conqueror
}
add = 10000
}
}
can_be_picked = {
always = yes
}
effect = {
custom_description_no_bullet = {
text = truth_is_relative_scheme_effect
}
if = {
limit = {
NOT = { government_has_flag = government_is_landless_adventurer }
}
custom_description_no_bullet = {
text = truth_is_relative_perk_effect
}
}
}
}
digging_for_dirt_perk = {
lifestyle = intrigue_lifestyle
tree = skulduggery
position = { 0 1.25 }
icon = node_intrigue
parent = truth_is_relative_perk
can_be_picked = {
always = yes
}
effect = {
if = {
limit = {
NOT = { government_has_flag = government_is_landless_adventurer }
}
custom_description_no_bullet = {
text = digging_for_dirt_perk_effect
}
}
if = {
limit = {
government_has_flag = government_is_landless_adventurer
}
custom_tooltip = {
text = adventurer_digging_for_dirt_perk_effect
}
}
}
}
kidnapper_perk = {
lifestyle = intrigue_lifestyle
tree = skulduggery
position = { 0 2.5 }
icon = node_intrigue
parent = digging_for_dirt_perk
can_be_picked = {
always = yes
}
effect = {
custom_description_no_bullet = {
text = kidnapper_perk_effect
}
if = {
limit = { government_has_flag = government_is_nomadic }
custom_description_no_bullet = {
text = kidnapper_perk_nomadic_effect
}
}
}
}
court_of_shadows_perk = {
lifestyle = intrigue_lifestyle
tree = skulduggery
position = { 2 1.25 }
icon = node_intrigue
parent = truth_is_relative_perk
name = {
first_valid = {
triggered_desc = {
trigger = { has_government = landless_adventurer_government }
desc = court_of_shadows_perk_adventurer_name
}
desc = court_of_shadows_perk_name
}
}
can_be_picked = {
always = yes
}
government_character_modifier = {
flag = government_is_administrative
owned_political_scheme_success_chance_max_add = 10
}
effect = {
if = {
limit = {
NOT = { government_has_flag = government_is_landless_adventurer }
}
custom_description_no_bullet = {
text = court_of_shadows_perk_effect
}
custom_description_no_bullet = { text = court_of_shadows_perk_effect.increased_grace }
if = {
limit = { faith ?= { has_papacy_trigger = yes } }
custom_description_no_bullet = { text = court_of_shadows_perk_papal_vote_effect }
}
if = {
limit = {
has_pam_dlc_trigger = yes
faith ?= { has_papacy_trigger = yes }
}
custom_description_no_bullet = { text = court_of_shadows_perk_papabile_effect }
}
}
if = {
limit = {
government_has_flag = government_is_landless_adventurer
}
custom_tooltip = {
text = adventurer_court_of_shadows_perk_effect
}
custom_tooltip = court_of_shadows_perk_effect.increased_grace
}
}
}
prepared_for_anything_perk = {
lifestyle = intrigue_lifestyle
tree = skulduggery
position = { 2 2.5 }
icon = node_intrigue
parent = court_of_shadows_perk
can_be_picked = {
always = yes
}
character_modifier = {
enemy_hostile_scheme_success_chance_add = -25
}
effect = {
custom_description_no_bullet = {
text = prepared_for_anything_perk_bonus_effect
}
}
}
swift_execution_perk = {
lifestyle = intrigue_lifestyle
tree = skulduggery
position = { 4 1.25 }
icon = node_intrigue
parent = truth_is_relative_perk
can_be_picked = {
always = yes
}
government_character_modifier = {
flag = government_is_landless_adventurer
murder_scheme_phase_duration_add = monumental_scheme_phase_duration_bonus_value
}
character_modifier = {
murder_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
}
}
a_job_done_right_perk = {
lifestyle = intrigue_lifestyle
tree = skulduggery
position = { 4 2.5 }
icon = node_intrigue
parent = swift_execution_perk
can_be_picked = {
always = yes
}
character_modifier = {
owned_hostile_scheme_success_chance_add = 25
owned_hostile_scheme_success_chance_max_add = 5
}
}
twice_schemed_perk = {
lifestyle = intrigue_lifestyle
tree = skulduggery
position = { 2 3.75 }
icon = node_intrigue
parent = kidnapper_perk
parent = prepared_for_anything_perk
parent = a_job_done_right_perk
can_be_picked = {
always = yes
}
character_modifier = {
max_hostile_schemes_add = 1
}
government_character_modifier = {
flag = government_is_administrative
max_political_schemes_add = 1
}
}
schemer_perk = {
lifestyle = intrigue_lifestyle
tree = skulduggery
position = { 2 5 }
icon = trait_schemer
parent = twice_schemed_perk
can_be_picked = {
always = yes
}
trait = schemer
effect = {
add_trait_force_tooltip = schemer
}
}

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stalwart_leader_perk = {
lifestyle = martial_lifestyle
tree = chivalry
position = { 1 0 }
icon = node_martial
auto_selection_weight = {
value = 11
if = {
limit = {
has_education_martial_trigger = yes
}
add = 1989
}
if = {
limit = {
has_focus = martial_chivalry_focus
}
multiply = 5
}
if = {
limit = {
can_start_new_lifestyle_tree_trigger = no
}
multiply = 0
}
}
government_character_modifier = {
flag = government_is_landless_adventurer
trait_track_foot_xp_gain_mult = 0.2
}
character_modifier = {
prowess = 4
trait_track_foot_xp_gain_mult = 0.05
}
effect = {
custom_description_no_bullet = {
text = stalwart_leader_perk_effect
}
if = {
limit = { government_has_flag = government_is_nomadic }
custom_description_no_bullet = { text = unlock_dueling_for_everyone_effect }
}
else_if = {
limit = {
culture ?= { has_cultural_parameter = stalwart_leader_non_admin_duels }
}
custom_description_no_bullet = { text = unlocks_stalwart_leader_non_admin_duels_effect }
}
else = {
custom_description_no_bullet = { text = unlock_dueling_rivals_effect }
}
if = {
limit = {
government_has_flag = government_is_landless_adventurer
has_ep2_dlc_trigger = yes
}
custom_tooltip = {
text = adventurer_stalwart_leader_perk_effect
}
}
}
}
courtship_perk = {
lifestyle = martial_lifestyle
tree = chivalry
position = { 0 1 }
icon = node_martial
parent = stalwart_leader_perk
government_character_modifier = {
flag = government_is_landless_adventurer
courting_scheme_phase_duration_add = monumental_scheme_phase_duration_bonus_value
elope_scheme_phase_duration_add = monumental_scheme_phase_duration_bonus_value
}
character_modifier = {
courting_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
elope_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
}
effect = {
custom_description_no_bullet = {
text = courtship_perk_effect
}
}
}
promising_prospects_perk = {
lifestyle = martial_lifestyle
tree = chivalry
position = { 0 2 }
icon = node_martial
parent = courtship_perk
effect = {
custom_description_no_bullet = {
text = promising_prospects_perk_effect
}
}
}
loyalty_and_respect_perk = {
lifestyle = martial_lifestyle
tree = chivalry
position = { 0 3 }
icon = node_martial
parent = promising_prospects_perk
effect = {
if = {
limit = {
NOT = { government_has_flag = government_is_landless_adventurer }
}
custom_description_no_bullet = {
text = loyalty_and_respect_perk_stats_effect
}
}
if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_description_no_bullet = {
text = loyalty_and_respect_perk_obedience_effect
}
}
if = {
limit = {
government_has_mechanic = administrative
government_allows = merit
}
custom_description_no_bullet = {
text = candidate_pool_loyalty_and_respect_perk_effect
}
}
}
government_character_modifier = {
flag = government_is_landless_adventurer
trait_track_wit_xp_gain_mult = 0.25
}
character_modifier = {
spouse_opinion = 50
}
}
chivalric_dominance_perk = {
lifestyle = martial_lifestyle
tree = chivalry
position = { 2 1 }
icon = node_martial
parent = stalwart_leader_perk
government_character_modifier = {
flag = government_is_administrative
invert_check = yes
knight_effectiveness_mult = 0.75
}
government_character_modifier = {
flag = government_is_landless_adventurer
invert_check = yes
accolade_glory_gain_mult = 0.1
}
government_character_modifier = {
flag = government_is_landless_adventurer
trait_track_horse_xp_gain_mult = 0.25
}
government_character_modifier = {
flag = government_is_administrative
same_heritage_county_advantage_add = 5
}
effect = {
if = {
limit = {
has_pam_dlc_trigger = yes
actor_incite_holy_war_shown_trigger = yes
}
custom_description_no_bullet = { text = chivalric_dominance_perk_incite_war_effect }
}
}
}
never_back_down_perk = {
lifestyle = martial_lifestyle
tree = chivalry
position = { 2 2 }
icon = node_martial
parent = chivalric_dominance_perk
character_modifier = {
advantage = 5
hard_casualty_modifier = -0.2
tourney_participant_xp_gain_mult = 0.1
}
}
kingsguard_perk = {
lifestyle = martial_lifestyle
tree = chivalry
position = { 2 3 }
icon = node_martial
parent = never_back_down_perk
government_character_modifier = {
flag = government_is_landless_adventurer
trait_track_bow_xp_gain_mult = 0.25
}
government_character_modifier = {
flag = government_is_administrative
invert_check = yes
knight_limit = 4
}
government_character_modifier = {
flag = government_is_administrative
knight_limit = 2
}
government_character_modifier = {
flag = government_is_theocracy
enemy_hostile_scheme_success_chance_add = -5
character_travel_safety = 10
}
}
peacemaker_perk = {
lifestyle = martial_lifestyle
tree = chivalry
position = { 1 4 }
icon = node_martial
parent = loyalty_and_respect_perk
parent = kingsguard_perk
effect = {
custom_description_no_bullet = { text = peacemaker_perk_effect }
if = {
limit = {
government_has_flag = government_is_mandala
house ?= { has_house_aspiration_parameter = aspect_of_serenity }
is_house_head = yes
}
custom_description_no_bullet = { text = mandala_peacemaker_perk_serenity_effect }
}
}
}
gallant_perk = {
lifestyle = martial_lifestyle
tree = chivalry
position = { 1 5 }
icon = trait_gallant
parent = peacemaker_perk
trait = gallant
effect = {
add_trait_force_tooltip = gallant
}
}